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Devin

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Everything posted by Devin

  1. Thanks for all the help. I think I will go with 16k. I did some work, and I am confident I can cleave the program into four different parts. I don't know how I can cut it into 8. The main limit right now is good 'ole RAM. My current solution for the graphics pointers uses one byte each - a starting index into a buffer. The limit is the head graphic. Each head uses 36 bytes per boxer (12 pixels x 3 variations). To stay within the 256 indexing limit, this lets me have 7 boxers. The other solution, the one a prefer, is indirect indexing. This would cost me 6 additional bytes. I have 9 currently available (taking into account the stack). This is a tad close for comfort - at least for now. I might be able to share temporary variables between banks and make this possible.
  2. Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). ..Al Is there a good template for a 16k cart?
  3. I'm looking to fix 5 on the final release. That's about as much as I can fit into the bank I use for graphics and sound. I might be able to fit more if I was going to 16k. I will do that for a sequel. At the moment, they look like they will be as follows: Tomato Stan Wally B. Major Concussion The last two are still being worked on. I will probably use the guy in the Commodore 64 picture on the first page.
  4. That is what I meant. sorry. You don't have any special moves besides moving and throwing left and right punches. Anyway, dodging left and right is basically how I fight him. When I finally get around to giving him some left-left-right combos, dodging might be a tad difficult.
  5. I have never played the game myself. However, perhaps the ball can be used to render the holes in the floor. The background can be set to the red color and the ball (black in this case) can be moved at will between floors.
  6. Did you typically dodge left/right or move back? Wally is using the same sub-macros for when he is hit and missed a punch. The walking was a copy n' paste from Tomato Ken. I will give Wally some combos such as right-right-LEFT ... or something like that. I can make any punch blockable or unblockable. I also want to give him a couple move where he jumps to the left, then back to the right before punching. I think I have done as much as I possible can for the ring graphics. I am sooooooo close to the time limit now. The ring is read from a buffer, I can change the bands, albeit quite statically. Wait to you see Sergent-Major Concussion!
  7. Hello again, I thought you guys might like to tryout one of the more powerful characters in the game. I've attached a hacked version of the binary that has you fight "Wally B". He is ranked about halfway in the game as far as difficulty. His plot is fairly simple: he was once kicked in the head from kangaroo - and ever since has acted a tad "oddly". I would like to hear your feedback on him. Also, his macro needs a little work. I also changed the following: After 3 rounds, you will face the judges. You can either win or lose by decision. If you won the round, it will display a plus, a minus otherwise. Added TKO logic. Made some tweaks to hit logic. Fixed the block bug. Fixed the bug where computer can "float" a bit at the end of round. KO_Cruiser_WIP_2008_10_012_hacked.bin
  8. I have a quick question from the more experienced 6502 programmers. When you have a statement such as LDA Table,Y or... LDA (Table),Y The instructions take 4 and 5 cycles respectively. It gains an extra clock cycle if an page boundry is spanned. Here's the question. Does the system gain an extra clock cycle for each page spanned? For instance, if the instruction address spans 3 pages, does it gain 3 cycles?
  9. I just uploaded a new version that fixes the "float" end of round issue, the block issue and, hopefully, the alignment bug that is only visible on a real Atari. Please let me know if it still malfunctions. Have a great day. KO_Cruiser_WIP_2008_10_09.bin
  10. Wow. I am impressed with the artistic talents of everyone! Personally, I like the artwork by TheDers: http://atariage.com/features/contests/Lead...p;EntryNumber=1 ... of course, the are all excellent. I'm just bias towards the "picture" style.
  11. (looks at code) ... (counts clock cycles before HMCLR) ... (curses profusely) I found it. I'm a few clock cycles shy before using HMCLR. I will fix it in the next version. It appears to only affect Player 1 (used for the computer's pixels). Thanks for the heads up!
  12. Grrr. I evidently didn't fix the bug. The blocky graphics are the ball graphic - I kinda cheat with it to get more colors for the computer player. Does the the ball line up with the human boxer or does the more recognizable pixels? In the picture, it looks like the ball is lining up and the pixels are off slightly. At least the bug half-fixed.... Let me know if the blocks move smoothly or jump around erratically.
  13. Well, get ready then.... My character from Sydney, Australia is named Wally B.
  14. I like the music. I think I will use a sped-up version for the knockdown music. Depending on how much of the bank I have left, I might have a different melody for each char. A while back, I wrote an MIDI converter. I'm using a different sound engine now, so I do need to do some work on the converter. If the space issue works out, I might make Tomato Ken's music "The Banks of Sacramento" - which is an old shanty from the Gold Rush.
  15. Here's an updated version of the program. Right now it is a tad playable, but lacks a few very important features (other boxers in particular). The first character's name is now officially "Tomato Ken". I gave him a special move called "Back-off and Ketchup". Yes, that's a bad pun. They will only get worse. You have been warned! Basically, he tip-toes to the back of the ring, then runs forward and throws a fast punch. The ball/player position bug that Zach found on a real Atari should be fixed (knock on wood). I finished the logic for the knockdowns and recoveries. Both the player and the computer maintain a "spirit" variable that is changed when you land a punch and are hit. This determines how hard it will be for both characters to recover. It also is used to set the health after recovery. The player needs to mash the button to recover. I added the logic for the end of rounds. The system will wait for a button press before starting the next round. The clock is set at double-time real life. Other boxing games also use accelerated clocks. Mike Tyson's Punchout uses x3. I modified the player-hit sound. Might still need some work. The internal macro engine has finally crystallized into its final version. As a result, I only need to work on the characters and loops. The computer now has a special "ready to through a punch" graphic. There are also some things I really need to add: There is a slight bug when the boxer throws a punch and you punch at the same time. The system will hit you, but the graphic will be the computer's block. This is an easy fix. I still need to write some background music. The computer can "float" a bit at the end of round. This is an easy fix. I haven't added the three knockdown rule yet. Also, the rounds never, ever, end at the moment. I need to fix the limit it at 3, 6, 12 or something like that. KO_Cruiser_WIP_2008_10_06.bin
  16. Pretty cool! Is is possible to make the jump effect sound like a fart? That would definitely make them airborne!
  17. After I finish the engine, I can create sequels by just updating the sprites and internal macros. ... I've already drawn a mummy. Perhaps a "haunted" sequel will be fun.
  18. Wow. That is probably the best port of the tank battle game I have ever played on a console. I like the fact that this game can be two player and one player. Also, this game is pretty fast paced for a tank battle. This is far superior to Xonox's Artillery Duel (which is also great). One minor request though... when a round starts, can you set the power of the cannon to a low value. Sometimes you get a one-shot-kill with the startup values.
  19. This game is excellent! I would like the graphics to be stretched a bit - perhaps x2. But this is just me. I'm just nitpicking. This is a very fun game!
  20. No worries about efficiently. I wrote the game in assembly, and will have to convert the program to my internal format. Thanks again for your great work.
  21. I would, but I'm afraid the Angry Video Game Nerd would track me down and beat me to death with a bottle of Rolling Rock!
  22. Wow. Those are excellent. I like the sound of #8.
  23. The game looks great. I love the fact that I can finally kill that @#$%^ octopus!
  24. That music was incredible! I don't think the game will have intro screen music, but during gameplay I will have something. It has to be fairly simple since I plan to use just one of the channels (one channel for FX, the other for music). Your music is just too good!
  25. Hey everyone. I wanted to let you all know that this project is still in the works - and going quite well at the moment. I've attached the latest binary and screenshot. I still have some work to do. Here is a list of things I have yet to fix or add: I still haven't added background music. Perhaps I will go with a simple beat. I haven't created the logic for the knockdown 10 counts. Currently, the program just loops indefinitely (and locks up). The first character you are fighting will be called "Tomato Stan" or perhaps "Dan". In Punch-Out, Glass Joe is a combination of "Joe Palooka" and "Glass Jaw" - both terms for poor boxers. There is also another, older, term "tomato can" which describes a poor boxer. Given that I am from Sacramento and the city has the nickname "The Big Tomato", it fits incredibly well! I don't like the "knockout punch" sound or the falling sound. I will work on both. The "player hit" sound needs a little work. The macro used by Tomato Stan is very simple - and he lacks any special moves. He will eventually have one (or two). I haven't' fixed the horizontal positioning bug that Zach found. I will fix it - and its not hard to fix. Cheers. KO_Cruiser_WIP_2008_08_23.bin
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